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5 hours ago, ChintzyGnat said:

Once you know how to tackle hunger and the seasons, I dont think any survival added challenge will ever make a veteran struggle. Hence why it inconveniences them.

More hound waves doesn't make the game harder it just means the player has to drop everything and deal with it instead of fighting the boss they want or decorating their base.

Boulders where a huge issue as they added virtually no challenge and simply broke a structure you now have to replace.

Same with hail being intended to damage mobs. I dont want to get new slurpers just because the hailstorm happened. The only difficulty that can be added really is the bosses.

Some people just don't like that content which is fine, but you can't get more survival mechanics imo.

Yes you can… Summer difficult 2.0, Frog Ponds now boil over into Firefly’s signature magma ponds, and tiny blob like moving balls of magma bounce out of the ponds (oh wait isn’t this exclusively part of a boss fight?) Anyway…

With Ponds now boiling over into hot magma, items like Bath Bombs can be thrown into them to cool them off (and stop creatures spawning from them for a bit)

Survival Content does not always need to = Optional boss with OP loot.

1 hour ago, Mike23Ua said:

Yes you can… Summer difficult 2.0, Frog Ponds now boil over into Firefly’s signature magma ponds, and tiny blob like moving balls of magma bounce out of the ponds (oh wait isn’t this exclusively part of a boss fight?) Anyway…

With Ponds now boiling over into hot magma, items like Bath Bombs can be thrown into them to cool them off (and stop creatures spawning from them for a bit)

Survival Content does not always need to = Optional boss with OP loot.

Missing the point, it's just another task you use an item to circumnavigate. Also come on? firefly?

  • Like 1
11 hours ago, Captain_Rage said:

Yeah. When a boss without remarkable loot is added:

"OMG WoRthLeSS boss, I will nEVER EVER FIGHT IT EVER BECAUSE IT IS POINTLESS"

When a boss with remarkable loot is added:

"OMG STOP GATEKEEPING CONTENT Klei YOU CAN*t expect everyONE to be able to defeat it ELITISM AND I DON't HAVE TIME TO PLAY I JUST WANT THE LOOT"

 

It's basically how it goes these days, yes. :yaypigs:

How about option C: No new bosses for a while?

Edited by cybers2001
  • Like 4
12 hours ago, Evelo said:

I want base destruction, but I want them to be toggleable for megabasers. By default they are on. 
I am okay with bosses so long as they aren't mere prey, I want a reason to kill a boss (eg. Deerclops, Antlion, Bearger, Greater Depths Worm)
Acid Rain and Lunar Hail weren't good because they simply were just reskinned dangerous rain. I want something new or less trivial than "hold Umbrella"

For example I love that the Angry Rabbit is difficult to escape. It's awesome! I hate it, but I am glad it is there because I hate it. I am inconvenienced by it. This is a hostile world that should wants me dead. I shouldn't be allowed to skip merrily wherever I want without threat of my own survival. It's a survival game after all. People who complain about things being annoying or an inconvenience, imo, don't want a survival game, what they want, idk, but it isn't survival.

Having one mob in the game you can't outrun or despawn and which can spawn entirely outside of your control (the earthquake mechanic) is a bit cheap imo. Even big baddies like Dfly, BQ, Klaus, GDW and Deerclops despawn if you run away and unload them, and the rest at least lose aggro and stay tethered to the area where they were spawned. On top of that rabbit naughtiness meter is flawed and inconsistent with the other naughtiness meter. It doesn't ever deplete and is global between all players. I don't get inconvenienced too much by rabbit king since I just don't kill enough rabbits/bunnymen for it to even matter. But remembering my time as a noob where me and friends camped in savanna near a beefalo herd and solely relied on trapping rabbits for easy morsels, if I had constantly encountered rabbit king back then it would probably be enough for me to give up and stop playing the game. This thing is way too punishing for a new player and they can't even escape from it or make it lose aggro. Even getting it to fight other things (a common way of dealing with other threats like hounds and depth worms) doesn't apply here. It's so locked onto the player he aggroed onto, and doesn't let you catch a breath with his guards and powerful knockback jumps. 

  • Like 5
  • Big Ups 1

If you want my honest and completely unfiltered opinion I think the only types of content that Klei actually knows how to design well (or decently enough..) is the stupid boss fights.

Before you jump down my throat saying I’m just a hater, let’s discuss something that was added in a update several years ago that till this very day still goes heavily under-used: Rope Bridges in Caves.

What they currently do: Allows the player to build shortcuts between patches of landfall or to go around a dangerous area safely by bridge.

What they SHOULD HAVE DONE: Became a required resource the player would need in order to reach locations that otherwise would be out of reach and never accessible.

“But Teleport Staff & Wortox” No… just No… if you have to: animate a purple mysterious ocean and anything that isn’t these special bridges that tries to teleport across it is grabbed out of midair by a giant hand clutching them and pulling them under to die.

The point is to make the rope bridges a required item for exploring an area you’ll never see without them.

1 hour ago, Mike23Ua said:

Before you jump down my throat saying I’m just a hater, let’s discuss something that was added in a update several years ago that till this very day still goes heavily under-used: Rope Bridges in Caves.

That was less than a year ago in the depths of duplicity update. The only major content update we’ve had since then is this most recent one.

  • Like 2
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4 hours ago, cybers2001 said:

That was less than a year ago in the depths of duplicity update. The only major content update we’ve had since then is this most recent one.

I mean.. doesn’t really matter when the update actually came out, Klei still under uses their new toys, gadgets & tools that they give to us.

The newest update is actually a pretty good example of that: They changed Lunar Hail so it now piles up on and can be mined off of stuff. In this same update they Buffed the Glass Cutter Axe’s.

But you can mine the Hail Pile up with a Pickaxe.. Instead of using the appropriately named (& also now buffed) Glass Cutters as the only (or most effective) tool that is capable of mining the resource.

Edited by Mike23Ua
46 minutes ago, Mike23Ua said:

I mean.. doesn’t really matter when the update actually came out, Klei still under uses their new toys, gadgets & tools that they give to us.

Well it sort of does. You’re asking for a new biome when the bridge only came out 2 updates ago. Though valid point, the existence of the bridge also makes the idea of retrofitting new biomes into the caves even easier. We don’t have to worry about a wormhole-style retrofit like what was used for the lunar grotto.

  • Big Ups 1
2 hours ago, Mike23Ua said:

But you can mine the Hail Pile up with a Pickaxe.. Instead of using the appropriately named (& also now buffed) Glass Cutters as the only (or most effective) tool that is capable of mining the resource.

It's a cutter made from glass, not a cutter for glass.

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On 8/13/2025 at 11:43 AM, AndroidSpice536 said:

Recently, I have been noticing a lot of people complaining about the new endgame content, and wishing for new survival based updates and gameplay changes. However, whenever Klei added things like this, such as boulders falling in caves after rifts, acid rain, lunar hail, etc. people just kept complaining saying they were more nuisances than increased difficulty. 
 

I have a genuine question, what do people actually want when they say “survival based content”? Because anything that destroys structures is off the table due to megabasing (see the many angry threads about the moongleams causing fires), anything that is boss related is off the table because there are “too many combat focussed updates”.

I just don’t really understand what the community wants, aside from everyone wanting Klei to stop updating entirely it seems. 

A boulder falling from the sky isnt survival.

Things like managing to survive in the ruins or ocean are survival.

19 hours ago, Mike23Ua said:

“But Teleport Staff & Wortox” No… just No… if you have to: animate a purple mysterious ocean and anything that isn’t these special bridges that tries to teleport across it is grabbed out of midair by a giant hand clutching them and pulling them under to die.

Reminds me of a puzzle for the gauntlet of shar in BG3 honor mode, a challange that can normally be solved and is normally solved in other areas of the game by jumping/ teleporting instead in this instance insta kills you. 

It sucks, like sucks really bad. A challange that seems to be an expansion on gameplay seen before instead insta-gibs you for the reasons of "dev's couldn't think of how to make the puzzle intresting so die I guess". Better for the devs to work with what content is already in the game (lazy explorer been an item since DSA) then insta killing the player for following a logical gameplay conclusion.

 

Spoiler

And even if all the hand does is bring you back to where you teleported from, it still servers as a "did you do xyz" check instead of being intresting gameplay.

 

3 hours ago, Bellium said:

Reminds me of a puzzle for the gauntlet of shar in BG3 honor mode, a challange that can normally be solved and is normally solved in other areas of the game by jumping/ teleporting instead in this instance insta kills you. 

It sucks, like sucks really bad. A challange that seems to be an expansion on gameplay seen before instead insta-gibs you for the reasons of "dev's couldn't think of how to make the puzzle intresting so die I guess". Better for the devs to work with what content is already in the game (lazy explorer been an item since DSA) then insta killing the player for following a logical gameplay conclusion.

 

  Reveal hidden contents

And even if all the hand does is bring you back to where you teleported from, it still servers as a "did you do xyz" check instead of being intresting gameplay.

 

That depends on your personal stance, you see it as an item check to bring XYZ for your trips, I see it as something that adds enjoyment to the parts of the game I actually enjoy- World exploration & navigation.

And it’s something the franchise has done before in the past with Solo DS, you needed a machete to chop the vines away from hamlet temples to enter & explore them, you needed a gas mask to traverse the poison biomes. Etc…

DST seems to only add crap for the purpose of making your base look prettier and that’s about it.

If Rope Bridges could be used to escape Depth Worm or Big Worm Boi, or if they were needed to access locations you can’t just teleport into- They’d serve an actual purpose beyond “bases now have cool rope bridges”

The Ice Cystalizer- Everyone says this thing is useless because it always freezes the player even when they have a heated thermal stone?? Why not make Moon Quay turf, a rare alien sand spewing out from a weird unnatural portal.. sand that’s so abnormally hot that the Ice Crystalizer is actually useable with this or the scaled flooring..?

This also allows Klei to add a molting hot biome out at sea somewhere that in order for the player to safely explore will require building and placing cool down areas across the island.

Why does everything have to be largely just about “decorations to build a slightly prettier bases with”

Why can’t Glass Axes be better at mining Lunar Hail Build Up rather than Pickaxes?

 

45 minutes ago, Mike23Ua said:

That depends on your personal stance, you see it as an item check to bring XYZ for your trips, I see it as something that adds enjoyment to the parts of the game I actually enjoy- World exploration & navigation.

And it’s something the franchise has done before in the past with Solo DS, you needed a machete to chop the vines away from hamlet temples to enter & explore them, you needed a gas mask to traverse the poison biomes. Etc…

DST seems to only add crap for the purpose of making your base look prettier and that’s about it.

If Rope Bridges could be used to escape Depth Worm or Big Worm Boi, or if they were needed to access locations you can’t just teleport into- They’d serve an actual purpose beyond “bases now have cool rope bridges”

The Ice Cystalizer- Everyone says this thing is useless because it always freezes the player even when they have a heated thermal stone?? Why not make Moon Quay turf, a rare alien sand spewing out from a weird unnatural portal.. sand that’s so abnormally hot that the Ice Crystalizer is actually useable with this or the scaled flooring..?

This also allows Klei to add a molting hot biome out at sea somewhere that in order for the player to safely explore will require building and placing cool down areas across the island.

Why does everything have to be largely just about “decorations to build a slightly prettier bases with”

Why can’t Glass Axes be better at mining Lunar Hail Build Up rather than Pickaxes?

 

The real problem with rope bridges is the fact earthquakes break them, on the surface I'll place docks all around the world to connect over the ocean into biomes for easier exploration, but the caves? Need a ton of wood and grass for just one section of a bridge, just so it'll break without a pillar present, (another craft locked behind bosses lmao) wich need like an entire stack of rocks and will need to itself also be repair, unless you want to put dreadstone pillars everywhere (even 40 dreadstone for one pillar is insane). 200 hp with each earthquake removing 50 it's a basically throwing resources into the void to put one down without a pillar.

  • Like 2
4 hours ago, Mike23Ua said:

If Rope Bridges could be used to escape Depth Worm or Big Worm Boi,

I'm pretty sure this is already the case? Or at least the Great Depths Worm will give up chase if you run across a bridge, if I recall correctly.

Also, I wouldn't say rope bridges are for making your base prettier. I don't think anybody uses them decoratively? They're pretty much only good for creating little shortcuts (and then you need a pillar to protect them).

4 hours ago, Mike23Ua said:

Why can’t Glass Axes be better at mining Lunar Hail Build Up rather than Pickaxes?

Because, axes aren't for mining? You always mine glass in all of its destructible forms.

  • Like 2
4 hours ago, Mike23Ua said:

DST seems to only add crap for the purpose of making your base look prettier and that’s about it.

Why does everything have to be largely just about “decorations to build a slightly prettier bases with?

Slightly prettier bases and decorations sell more skins

  • Like 1
  • Haha 1

Let's start by setting a proper balance for the current game's difficulty, so that the game doesn't become overpowered with unbalanced items and tactics. Additionally, restore the old difficulty levels for the seasons. The lack of heat in the caves is a significant issue.

 

17 hours ago, Bellium said:

Настоящая проблема с верёвочными мостами заключается в том, что они разрушаются при землетрясениях. На поверхности я бы построил доки по всему миру, чтобы соединить биомы через океан и упростить исследование, но как быть с пещерами? Нужна тонна дерева и травы только для одной секции моста, чтобы он разрушился без опоры (ещё одно ремесло, доступное только после победы над боссами, ха-ха), для которой нужна целая куча камней, и её тоже нужно будет чинить, если только вы не хотите ставить повсюду столбы из дредстоуна (даже 40 дредстоуна на один столб — это безумие). 200 единиц здоровья, при каждом землетрясении теряется 50 единиц. По сути, вы выбрасываете ресурсы в пустоту, чтобы построить мост без опоры.

DST players are too used to cheap resources and tactics.
These items are not needed for ruins rushers.
Previously, in general, the function of these bridges and boat's was performed by a single items. And its name is Lazy Explorer.

2 hours ago, Hungry French said:

Additionally, restore the old difficulty levels for the seasons. The lack of heat in the caves is a significant issue.

Players who say the lack of heat present in DS caves is an issue have not played the caves in DS. 

Caves innately net you a 240 summer insulation barrier. This is compounded by an additional 120 insulation + reduced temperature during the night. The ruins in DS are considered permanently night, and given most players are going to likely be in the ruins during the summer, you get a passive 360 insulation + the reduced heat means the first and last 3-4 days of the season are not strong enough to cause overheating concerns.

I've done a lot of DS ruins clearing, and you can pretty easily get by with a double thermal icebox and/or a luxury/tropical fan and last through the entire season. The former in particular is extremely cheap (past the 2 thermal cost, the only downside to moving the icebox is one gold nugget), and the latter is pretty reasonable to have a few of by the second year onwards. You can even get by with the chilled amulet if you really need a source of portable cooling

I would actually argue seasonal survival in the caves is easier in DS. Winter also gives you an innate 240 insulation, which is entirely gone in DST, and Spring rains, while constant, are very light and manageable throughout the whole season, unlike in DST where they both can be difficult to protect from without clothing and are also present in winter. The rains in DS were so light in fact that I basically treated it as a temperature mechanic where I burned something once a day or so while wearing rain gear for that moment to keep dry in the caves, something which isn't exactly troubling to upkeep.

  • Like 2
27 minutes ago, Maxil20 said:

Игроки, которые говорят, что отсутствие обогрева в пещерах DS — это проблема, не играли в пещерах DS.

Пещеры сами по себе обеспечивают 240 единиц летней изоляции. Это дополняется ещё 120 единицами изоляции + снижением температуры в ночное время. В руинах DS всегда ночь, и, учитывая, что большинство игроков, скорее всего, будут находиться в руинах летом, вы получаете пассивную изоляцию в 360 единиц + снижение температуры, а это значит, что первые и последние 3–4 дня сезона недостаточно жаркие, чтобы вызвать перегрев.

Я много занимался расчисткой руин в DS, и вы можете легко обойтись двойным термобоксом и/или роскошным/тропическим вентилятором на протяжении всего сезона. Первый вариант особенно дёшев (если не считать затрат на 2 термобокса, единственный минус в переносе термобокса — это один золотой самородок), а второй вариант вполне разумен, если у вас есть несколько таких вентиляторов, начиная со второго года. Вы даже можете обойтись охлаждающим амулетом, если вам действительно нужен источник портативного охлаждения

На самом деле я бы сказал, что сезонное выживание в пещерах проще в DS. Зимой у вас также есть врождённая защита от холода на 240 единиц, которой нет в DST, а весенние дожди хоть и постоянные, но очень слабые, и с ними можно справиться в течение всего сезона, в отличие от DST, где от них сложно защититься без одежды, и они идут даже зимой. Дожди в DS были такими слабыми, что я воспринимал их как температурную механику, при которой я раз в день или около того что-то поджигал, надевая дождевик, чтобы не промокнуть в пещерах. Это не доставляло особых хлопот.

In DS, the temperature at least affected the caves in winter. You couldn't ignore any anti-summer items.
In winter, there is no insulation from the cold in the caves in the DS. 
The rain in DS is exactly the same in terms of wetness.  
And the frequency is especially dangerous and makes you always wear clothes against the rain. In DST, spring is more like a joke. 
This is especially felt when starting in the spring, which is not even available in the DST standard.

35 minutes ago, Maxil20 said:

Игроки, которые говорят, что отсутствие обогрева в пещерах DS — это проблема, не играли в пещерах DS.

Пещеры сами по себе обеспечивают 240 единиц летней изоляции. Это дополняется ещё 120 единицами изоляции + снижением температуры в ночное время. В руинах DS всегда ночь, и, учитывая, что большинство игроков, скорее всего, будут находиться в руинах летом, вы получаете пассивную изоляцию в 360 единиц + снижение температуры, а это значит, что первые и последние 3–4 дня сезона недостаточно жаркие, чтобы вызвать перегрев.

Я много занимался расчисткой руин в DS, и вы можете легко обойтись двойным термобоксом и/или роскошным/тропическим вентилятором на протяжении всего сезона. Первый вариант особенно дёшев (если не считать затрат на 2 термобокса, единственный минус в переносе термобокса — это один золотой самородок), а второй вариант вполне разумен, если у вас есть несколько таких вентиляторов, начиная со второго года. Вы даже можете обойтись охлаждающим амулетом, если вам действительно нужен источник портативного охлаждения

На самом деле я бы сказал, что сезонное выживание в пещерах проще в DS. Зимой у вас также есть врождённая защита от холода на 240 единиц, которой нет в DST, а весенние дожди хоть и постоянные, но очень слабые, и с ними можно справиться в течение всего сезона, в отличие от DST, где от них сложно защититься без одежды, и они идут даже зимой. Дожди в DS были такими слабыми, что я воспринимал их как температурную механику, при которой я раз в день или около того что-то поджигал, надевая дождевик, чтобы не промокнуть в пещерах. Это не доставляло особых хлопот.

The main argument that caves are harder in winter in the DST is rain. Really cool mechanics. 
But the altered generation, self-renewal of resources, abundance of light, etc. makes survival in caves even worse.
What are only gigantic huge patches of wild mushrooms worth? In DS, each mushroom was counted and they were not renewed.

DST basically made the survival aspect significantly worse. And all because of the Together word. 
If they had refined the existing mechanics and added more cool things like winter cave rains, it would have been even cooler. 
There are even fewer problems with food than in RoG. 
And RoG is even worse than DS. 
I understand that DST is a multiplayer game. But I don't like the huge abundance of resources and food not meant for singles.

Seriously. How can I take survival after DS seriously when I can get Eyebrella every winter and forget about the problems in spring and summer.  And Luxery fan in Spring.
:(

Why is there a Dragon Fly in the world all year round and you have access to an endless source of heat and the opportunity to get Dragon Fly Furniture from start.

It's not an understandable topic with bosses. 
Why are many bosses like Klaus not unique bosses for certain seasons? 
Dragon Fly for summer.
Frost Jaw for winter.
Bee Queen and Toadstool for Spring. 
Logical bosses for their seasons.

And why suddenly a Goose from a unique boss started appearing everywhere... it would be cool if you had to look for a single goose for all the nests. Research would be encouraged in the spring.

There's a lot to be said for survival.
Even a banal shovel. What's the point of having different biomes with different resources if you can just drag everything to any location on the map? And eat a lot of berries and get grass and branches for free. Without running. 
Although the thing about DS was that you could get everything for 20 days, and in winter you lost it abruptly. 
And then there was RoG. And even in winter you have access to all the things from the desert... Tumbleweeds... Powerful cactus... And buzzards, maybe

The lack of resource transfer mechanics or the attachment of certain resources to their season would make survival more diverse. But alas, this would raise the entry threshold significantly. And it would complicate the construction of huge bases and complicate speedrans in some ways. Especially in different seasons.

  • Like 1
1 hour ago, Hungry French said:

In DS, the temperature at least affected the caves in winter.

It does that in DST too...? That's why I pointed it out, because in DST not having insulation in the caves means you either need winter clothing (which is going to compete with needing a light item to do things in the caves), or need to rely on thermal management. In DS, you only needed to heat up once a day with no insulation to get by.
 

1 hour ago, Hungry French said:

n winter, there is no insulation from the cold in the caves in the DS. 
The rain in DS is exactly the same in terms of wetness.  
And the frequency is especially dangerous and makes you always wear clothes against the rain. In DST, spring is more like a joke. 
This is especially felt when starting in the spring, which is not even available in the DST standard.

I know this is wrong, but just to be sure, I went into the base game with RoG enabled (Without HAM/SW compatability, which while they wouldn't impact the test at all I wanted to prove this was innate to Base RoG), used base Wilson with no beard, and no mods that impact the experience to record a couple videos to conduct some tests and uploaded them to Youtube to show the results from my test. I'll summarize the results in the spoilers, so you and/or others who might be curious about this don't even need to watch them!

Winter Insulation Test
 

Spoiler



The freezing overlay occurs when you are at 5 degrees, and you start taking damage at 0 degrees.

By default, without clothing, you will lose temperature at a rate of 1 degree per second. This is shown in the video by me going from the freezing overlay to freezing damage in 5 seconds.

When I heat up and go into the caves, it takes me 45 seconds from the freezing overlay appearing to me taking freezing damage. This is equivalent to me wearing a tier 3 piece of insulation clothing, despite having no clothing Equipped. So, in effect, you gain a tier 3 piece of insulation clothing just by going to the caves.
 


Spring Wetness Test
 

Spoiler



I enter the caves with no wetness protection, during the start of spring.

As the cave rain rate is constant in spring but doesn't change, I stand idle for a minute to show my wetness rate increasing without any wetness protection equipped. It increases at a rate of 1 wetness roughly every 13 seconds. Keep in mind that wetness only starts to become problematic via causing items to start being wet at about 35 wetness, so you can pretty comfortably do whatever for ~7 minutes before it really starts being a problem and you need to dry off.

If you are spelunking the caves with a miner hat, as most would to see in them, you would have your wetness increase at a rate of 1 every ~16 seconds. This translates into 8-9 minutes of doing whatever you wish without having to worry about your items being soaked.

I then show how I prefer to keep dry in the caves. I take a burnable (I typically use twigs, but grass was used in this demonstration), lit it on fire, equipped rain gear temporarily, and stood by it. This rapidly drops your wetness at a rate of 2 per second. Given this and the miner hat, you can pretty comfortably do whatever you want for a Day in the caves, and then have ~20 seconds of downtime to dry off and continue spelunking in the caves. It's perfectly viable to perform cave spelunking in spring, even with early game items. 


Summer Insulation Test
 

Spoiler


You didn't technically ask for this one, but might as well show my claim that started this conversation to be accurate, no?

I Start the video in the ruins, in the middle of summer (as early-late summer wouldn't be hot enough to cause overheating damage), by an endo fire, with no insulating gear equipped. I then proceed to move away from the fire enough to where it wouldn't impact the test.

The overheating overlay begins at 65 degrees, and you start taking overheating damage at 70. Just like with freezing, you normally heat up at a rate of 1 degree per second without any insulating clothing equipped. I proceed to go from the overheating overlay to the overheating damage at ~75 seconds. This is equivalent to wearing both a tier 3 and tier 2 insulating clothing at the same time, despite not having any insulation items equipped. This both shows that the caves offer a 240 insulation barrier and the perma night effect of the ruins stacks with it.

So there. There's my evidence that shows, without a doubt, that summer/winter in the caves offer insulation in DS, and that handling spring rain in the caves in DS is very workable even with early game items. Please try to do your best to back your claims with info next time, because it makes me feel very strongly that you haven't actually played DS enough to know these things, at least when it comes to the caves : P

 

 

1 hour ago, Hungry French said:

In DS, each mushroom was counted and they were not renewed.

Thanks to RoG, spring regrows mushrooms in the caves, meaning they are renewable. Ruins also are unique in that they only spawn blue mushrooms, and that combined with the fact that its perma night mean that they are always up for the picking, making them a consistent source of stats. This isn't the case in DST as the day/night cycle impacts the ruins and does make picking the mushrooms inconsistent.

 

Edited by Maxil20
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6 hours ago, Hungry French said:

DST players are too used to cheap resources and tactics.
These items are not needed for ruins rushers.
Previously, in general, the function of these bridges and boat's was performed by a single items. And its name is Lazy Explorer.

I'm not sure what point you're trying to make here? Caves bridges are essentially a post-AG item unless you want to invest 16 logs + 6 grass of resources for a bridge that won't even last 5 earthquakes. Oh, also that's not the cost for a bridge, just *one plank* of any desired bridge. The time saved by not walking around will be lost from gathering the resources. 

10 minutes ago, Bellium said:

I'm not sure what point you're trying to make here? Caves bridges are essentially a post-AG item unless you want to invest 16 logs + 6 grass of resources for a bridge that won't even last 5 earthquakes. Oh, also that's not the cost for a bridge, just *one plank* of any desired bridge. The time saved by not walking around will be lost from gathering the resources. 

This depends on a few factors: #1 how big of a shortcut is it? #2 does the player have a speed boost item? (ability/Beefalo) and #3- Did they do what the game encourages you to do and dig up a ton of logs and grass tufts so that you can simply gather those resources from the comfort of your own base?

Gathering Resources only takes time when you play the game with a Nomadic Playstyle (aka you can’t move resources from their spawn area and any trees that get knocked down or bushes must be replanted where they came lose from)

This is a very specific playstyle, one that makes dst much more enjoyable for me then just “gather everything I need at base and go fight optional raid boss”

People do not seem to understand that if your actually out in the world gathering resources, that you’ll be doing a lot of walking about in the world map, which in turn: also allows events, and encounters to take place that otherwise you would not ever see if you just sit casually in base gathering 40 saplings and 40 grass.

It is like I said a very very specific playstyle: But if your used to returning to a certain area after grass grows to gather that grass, things may become more complicated when: Brightshades infest the grass tufts your use to harvesting.

which can lead to either a fight to resecure that one measly tuft from Brightshades that for megabasers: Will be Unimportant to them… because Hehe All Resource Are At The Base. 😎

Or it forces you to venture out elsewhere and try and find some Uninfested Tufts Brightshades haven’t gotten to yet.

For a NEWBIE Player who gets curious and turns Rifts on From Day One: This most likely means that they’ll need to dip down into caves just to secure a few blades of grass that Brightshades can’t infect.

Eitherway: The Nomadic playstyle is my preferred method of play, because a lot of random crazy Shennigans can and will happen in your “Quest to Gather Resources”

The game becomes less of a gather all this crap I got at base and go fight this boss simulator: And more of a Oh Crap.. I’m low on this specific resource and need to go out looking for it, survival game.

And just like with State of Decay 2: It’s what you do or do not encounter on your quest to gather stuff: That makes the game.

Which is why ever since Rifts became a thing: I’ve begged Klei to make those spawn near the player, terraform whatever is in their path (aka mutate pengul into moon Pengull etc) and make simply walking around the game world “exciting” and full of “unpredictable moments”

This could easily be done by just adding like 20 variations of mobs to rifts that can only spawn from the rift, let those mobs be choosen at random + Mutate whatever happens to be In the area.

It would make gathering a few blades of grass and some logs just to build stupid cave bridge = Exciting & Fun.

But… not everyone’s going to share my viewpoint and I sorta get that. 🤷🏻‍♂️

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